*In both firing modes outside of the [[Mechanics_(Killing_Floor_2)#Gameplay_-_ZED_Time|ZED Time]] this weapon is a hitscan.

*In both firing modes outside of the [[Mechanics_(Killing_Floor_2)#Gameplay_-_ZED_Time|ZED Time]] this weapon is a hitscan.

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*Compare to [[Rail Gun]]'s lock-on system, the HRG Incision, which obviously will only lock on to players, is also barely has any tolerance of maintaining target locked while aiming somewhere else. Unlike Rail Gun, the HRG Incision will only lock on to the patient when weapon's owner aims directly at this player (the Rail Gun, however, will lock on ZED even if there will be small gap between ZED's location and player's aiming point). Once locked on, the HRG Incision also has two times longer time to keep its target after putting sights away from the patient (0.4s vs Rail Gun's 0.2s on ZEDs).

+

*Compare to the [[Rail Gun]]'s lock-on system, the HRG Incision, which obviously will only lock-on to players, is also barely has any tolerance of maintaining target locked while aiming somewhere else. Unlike Rail Gun, the HRG Incision will only lock-on to the patient when its owner aims directly at this player (the Rail Gun, however, will lock-on to ZED even if there will be small gap between ZED's location and player's aiming point). Once locked on, the HRG Incision also has two times longer time to keep its target after putting sights away from the patient (0.4s vs Rail Gun's 0.2s on ZEDs).

*Takes only 0.01s to lock-on to patient once they got in sights.

*Takes only 0.01s to lock-on to patient once they got in sights.

*With ''Acidic Rounds'' skill this weapon applies 200 points of the [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|poison power]] with every [[Mechanics_(Killing_Floor_2)#Gameplay_-_Damage_over_time_.28DOT.29|DOT]] tick caused by its bullets but it is also capable of applying 33 points of such power with every impact of healing projectiles independently from ''Acidic Rounds''.

*With ''Acidic Rounds'' skill this weapon applies 200 points of the [[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|poison power]] with every [[Mechanics_(Killing_Floor_2)#Gameplay_-_Damage_over_time_.28DOT.29|DOT]] tick caused by its bullets but it is also capable of applying 33 points of such power with every impact of healing projectiles independently from ''Acidic Rounds''.

The HRG Incision is the Field Medic'stier 4 weapon. It is a modified version of Sharpshooter's Rail Gun built around concept of supporting player's team with both - healing and fire power. Unlike other Field Medic's weapons, the healing darts of the HRG Incision are capable of causing moderate damage to ZEDs at the same time carrying wide variety of incapacitation methods - knockdown, stumble, EMP, gun and melee hits.

Upgrades

Notes

Healing dart impact featuring pushback momentum (50000).

In both firing modes outside of the ZED Time this weapon is a hitscan.

Compare to the Rail Gun's lock-on system, the HRG Incision, which obviously will only lock-on to players, is also barely has any tolerance of maintaining target locked while aiming somewhere else. Unlike Rail Gun, the HRG Incision will only lock-on to the patient when its owner aims directly at this player (the Rail Gun, however, will lock-on to ZED even if there will be small gap between ZED's location and player's aiming point). Once locked on, the HRG Incision also has two times longer time to keep its target after putting sights away from the patient (0.4s vs Rail Gun's 0.2s on ZEDs).

Takes only 0.01s to lock-on to patient once they got in sights.

With Acidic Rounds skill this weapon applies 200 points of the poison power with every DOT tick caused by its bullets but it is also capable of applying 33 points of such power with every impact of healing projectiles independently from Acidic Rounds.

Amount of recoil depend on player stance and movement. Crouching and aiming down the sights gives the lowest possible amount of the recoil.

Strategy

Effectively grants player an infinite ammunition when attacking ZEDs with healing darts, with rate of fire limited by dart's recharge speed.
Quite effective with the Acidic Rounds skill due to its high per-projectile damage.

Trivia

In the version 1.088 the HRG Incision had been capable of locking not only on players but also to ZED's vulnerable hitzones. This feature was scapped in the next patch. It also did 50 points less damage during that time.